using System;
using Server;

namespace Server.Engines.Quests.Collector
{
	public class DontOfferConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood looks up from his ale as you greet him.</I><BR><BR>
				 * 
				 * What's that? Who me? No, no. You must be looking for someone else.
				 */
				return 1055080;
			}
		}

		public override bool Logged{ get{ return false; } }

		public DontOfferConversation()
		{
		}
	}

	public class DeclineConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood looks a bit flustered and nearly knocks over his
				 * bottle of ale.</I><BR><BR>
				 * 
				 * Well, I see. It's like that, is it? Yes. Well then. Okay.
				 * You've changed. Yes. Yes, you have. Something's changed. I know
				 * I haven't. Not me. Not good ole Elwood.<BR><BR>
				 * 
				 * <I>Elwood trails off, though you can still hear him muttering softly.</I>
				 */
				return 1055082;
			}
		}

		public override bool Logged{ get{ return false; } }

		public DeclineConversation()
		{
		}
	}

	public class AcceptConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood slaps his knee and grins at you.</I><BR><BR>
				 * 
				 * Yes. Yes. That's the spirit. I knew it. Knew it when I
				 * first saw you. You remind me so much of your dear departed
				 * father. Or someone. Not sure. Maybe no one. But that's okay.
				 * Ah, good times.<BR><BR>
				 * 
				 * Anyway, so as you know, I'm a collector. Got all kinds of
				 * interesting things laying around back at my warehouse.
				 * You know. You've seen it. Haven't you? Yes? No? Nevermind.
				 * Not important.<BR><BR>
				 * 
				 * Right. So, always trying to add new things to my collection.
				 * Or sometimes just get more of something. Can't have too many.
				 * Right? Yeah? Sure.<BR><BR>
				 * 
				 * Let's see. Where to start. Oh, I know. Pearls. Yes. But not
				 * just any pearls. Rainbow pearls. Yes. From the lake here in
				 * Haven. Seems all that magic Uzeraan was throwing around when
				 * he transformed the island had an interesting effect on some
				 * of the shellfish down there. Exactly, rainbow pearls. Useless
				 * for magic, but an item worth collecting. Trust me on this.
				 * Trust me.<BR><BR>
				 * 
				 * Need you to go fish some up for me. Down at the lake. Lake Haven.
				 * Off ya go. Happy fishing!<BR><BR>
				 * 
				 * <I>Elwood turns back to his ale and now seems oblivious to you.</I>
				 */
				return 1055083;
			}
		}

		public AcceptConversation()
		{
		}

		public override void OnRead()
		{
			System.AddObjective( new FishPearlsObjective() );
		}
	}

	public class ElwoodDuringFishConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood looks up as you tap him on the shoulder.</I><BR><BR>
				 * 
				 * Good. Good. You're back. Wait. You don't have the rainbow pearls I
				 * need. Taking a break? Yeah. Sure. There's no hurry. Let me know when
				 * you've got all those pearls, though. I'll be here.
				 */
				return 1055089;
			}
		}

		public override bool Logged{ get{ return false; } }

		public ElwoodDuringFishConversation()
		{
		}
	}

	public class ReturnPearlsConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood jumps slightly when you call his name.</I><BR><BR>
				 * 
				 * What. I'm awake. Oh, It's you. Hey, look at those pearls.
				 * Beautiful. Wow. Where'd you get those... oh right. I sent you to get
				 * them. From the lake. Lake Haven. Great job. Gotta love rainbow
				 * pearls. Oooh, Colors.<BR><BR>
				 * 
				 * Okay, let's see. Next. Need a painting. Go to the Colored Canvas and
				 * speak to Alberta. Alberta Giacco. Best painter I've ever met. Ask
				 * her to do a painting of you. Yes. Of you. A portrait. Never know if
				 * you might up and become famous one day. Need to have a painting of you
				 * in my collection. From now. Before all the fame. Go. Alberta awaits.
				 * She's in Vesper.<BR><BR>
				 * 
				 * <I>Elwood starts playing with the pearls you brought him and seems
				 * to have forgotten you're there.</I>
				 */
				return 1055090;
			}
		}

		public ReturnPearlsConversation()
		{
		}

		public override void OnRead()
		{
			System.AddObjective( new FindAlbertaObjective() );
		}
	}

	public class AlbertaPaintingConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Alberta looks up from the painting she is working on and
				 * faces you.</I><BR><BR>
				 * 
				 * Excuse me. I don't mean to be rude, but I'm in the middle
				 * of something, and can't... oh wait, I see. You must be the one
				 * Elwood sent over.<BR><BR>
				 * 
				 * Very well. If you'll have a seat on the stool over there, we'll
				 * get started. This will just take a few seconds. I paint quite
				 * quickly, you see. I'll start once you are seated.<BR><BR>
				 * 
				 * <I>Alberta exchanges the painting she was working on for a blank canvas.</I>
				 */
				return 1055092;
			}
		}

		public AlbertaPaintingConversation()
		{
		}

		public override void OnRead()
		{
			System.AddObjective( new SitOnTheStoolObjective() );
		}
	}

	public class AlbertaStoolConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Alberta looks at you sympathetically.</I><BR><BR>
				 * 
				 * Don't worry, this will only take a few seconds. I realize
				 * that stool can be uncomfortable, and I apologize for that.
				 * Perhaps I should replace it with a more comfortable chair.
				 * But then again, it's that very discomfort that helps produce
				 * such wonderful facial expressions for my paintings. Ah well.
				 */
				return 1055096;
			}
		}

		public override bool Logged{ get{ return false; } }

		public AlbertaStoolConversation()
		{
		}
	}

	public class AlbertaEndPaintingConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Alberta stands back from the canvas and surveys her
				 * work.</I><BR><BR>
				 * 
				 * Not too bad. Quite good even, if I do say so myself. As always,
				 * of course.<BR><BR>
				 * 
				 * Oh, you're still here. Please let Elwood know that the painting
				 * has been completed. I'll have it sent to him once it dries.<BR><BR>
				 * 
				 * <I>Alberta removes the portrait from her easel and sets
				 * it aside to dry.</I>
				 */
				return 1055098;
			}
		}

		public AlbertaEndPaintingConversation()
		{
		}

		public override void OnRead()
		{
			System.AddObjective( new ReturnPaintingObjective() );
		}
	}

	public class AlbertaAfterPaintingConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Alberta stops cleaning her brushes and looks your way.</I><BR><BR>
				 * 
				 * Don't worry, I'll send the painting to Elwood once it's dry. Please
				 * let him know that the painting has been finished.
				 */
				return 1055102;
			}
		}

		public override bool Logged{ get{ return false; } }

		public AlbertaAfterPaintingConversation()
		{
		}
	}

	public class ElwoodDuringPainting1Conversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood yawns and stretches, then focuses his gaze
				 * on you.</I><BR><BR>
				 * 
				 * Hello. Do I know you? Hold on a second. Yes. Yes, I do.
				 * You were going to bring me some rainbow pearls. Wait. No.
				 * You already did that. I remember now. Right. So go get that
				 * portrait painted. Alberta is in Vesper. Go to her. Alberta
				 * Giacco. Come back when she's done.
				 */
				return 1055094;
			}
		}

		public override bool Logged{ get{ return false; } }

		public ElwoodDuringPainting1Conversation()
		{
		}
	}

	public class ElwoodDuringPainting2Conversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood drums his fingers on the counter then looks
				 * up at you expectantly.</I><BR><BR>
				 * 
				 * Ah, finally. I'm famished. This so-called tavern doesn't
				 * even serve pizza, so one must have it delivered. It's an
				 * outrage. Er... wait. Where's my pizza? Yes, my pizza.
				 * What kind of delivery is this? Didn't even bring my pizza.
				 * This will severely impact your tip, I'm afraid.<BR><BR>
				 * 
				 * Hold on a moment. You were helping me with something else,
				 * weren't you? Ah. Yes. I've got it now. You were to have a
				 * portrait done. Well. Good. Yes. But let's not dawdle.
				 * Off you go. If you happen to see anyone with my pizza,
				 * please insist they hurry.<BR><BR>
				 */
				return 1055097;
			}
		}

		public override bool Logged{ get{ return false; } }

		public ElwoodDuringPainting2Conversation()
		{
		}
	}

	public class ReturnPaintingConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood notices you immediately and waves you over.</I><BR><BR>
				 * 
				 * You're back. Good. That's good. Hmm. You don't seem to have that
				 * painting yet. Don't tell me Alberta refused. That's no good. I made
				 * her what she is! She was living in the gutter when I found her. The
				 * gutter. And she has the... what's that? Oh, she finished the portrait.
				 * Right. Good. Can always count on Alberta. Always. Best painter in
				 * the land.<BR><BR>
				 * 
				 * Just have a couple... er... wait... make that... two more task for you.
				 * Then our business will be concluded. For now. Old chums like us will
				 * always work together again. Yes. We go so far back. Right. I think.<BR><BR>
				 * 
				 * Anyway. There's a musician. A minstrel. His name's Gabriel Piete. Quite
				 * the good singer. One of my favorites. Absolute favorite. What I'd like
				 * is his autograph. Simple. Just his autograph. You're likely to find him
				 * at the Conservatory of Music in Britain. He's often there. Often. Between
				 * performances. Hurry now. There ya go.<BR><BR>
				 * 
				 * <I>Elwood falls silent though his lips are still  moving. It looks like
				 * he's quietly repeating the word, "autograph."</I>
				 */
				return 1055100;
			}
		}

		public ReturnPaintingConversation()
		{
		}

		public override void OnRead()
		{
			System.AddObjective( new FindGabrielObjective() );
		}
	}

	public class GabrielAutographConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Gabriel sighs loudly as you address him and stops whatever
				 * it was that he was doing.</I><BR><BR>
				 * 
				 * WHAT?!? Can you not see that I'm working here?  Ugh, sometimes
				 * I wish they'd just lock the outer doors to anyone who doesn't
				 * belong here. So go ahead and fawn. Get it over with, and then
				 * leave. Sooner you're out of here, the sooner I'm back to work.<BR><BR>
				 * 
				 * I see. So you want an autograph. Fine. If it'll get rid of you,
				 * I'll give you my autograph. But I'll only sign some sheet music
				 * for one of my songs. Until then, please let me get back to work.<BR><BR>
				 * 
				 * You can probably find some of my sheet music at one of the theaters
				 * in the land. When I perform there, they often sell it as a souvenir.
				 * Speak to the impresario... the theater manager. My last three
				 * performances were in Nujel'm, Jhelom, and here in Britian.
				 */
				return 1055103;
			}
		}

		public GabrielAutographConversation()
		{
		}

		public override void OnRead()
		{
			System.AddObjective( new FindSheetMusicObjective( true ) );
		}
	}

	public class GabrielNoSheetMusicConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Gabriel does not look happy to see you.</I><BR><BR>
				 * 
				 * Do you have any sheet music? No. Please return when you do,
				 * but until then please leave me to my work.
				 */
				return 1055111;
			}
		}

		public override bool Logged{ get{ return false; } }

		public GabrielNoSheetMusicConversation()
		{
		}
	}

	public class NoSheetMusicConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* Sheet music for a Gabriel Piete song? No, I'm sorry, but we've run out.
				 * We might get some more after he performs here again, but right now
				 * we don't have any. My apologies.
				 */
				return 1055106;
			}
		}

		public override bool Logged{ get{ return false; } }

		public NoSheetMusicConversation()
		{
		}
	}

	public class GetSheetMusicConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				// The theater impresario hands you some sheet of music for one of Gabriel Piete's songs.
				return 1055109;
			}
		}

		public GetSheetMusicConversation()
		{
		}

		public override void OnRead()
		{
			System.AddObjective( new ReturnSheetMusicObjective() );
		}
	}

	public class GabrielSheetMusicConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Gabriel looks up impatiently as you approach.</I><BR><BR>
				 * 
				 * Good. We can finally be done with one another. Here, let me
				 * sign that and have this business completed.<BR><BR>
				 * 
				 * <I>Gabriel takes the sheet music, autographs it, and then hands it back to you.</I>
				 */
				return 1055113;
			}
		}

		public GabrielSheetMusicConversation()
		{
		}

		public override void OnRead()
		{
			System.AddObjective( new ReturnAutographObjective() );
		}
	}

	public class GabrielIgnoreConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				// <I>Gabriel ignores you.</I>
				return 1055118;
			}
		}

		public override bool Logged{ get{ return false; } }

		public GabrielIgnoreConversation()
		{
		}
	}

	public class ElwoodDuringAutograph1Conversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood jumps and almost falls from his stool when you
				 * tap his shoulder.</I><BR><BR>
				 * 
				 * Oh my. Don't do that. Scared me half to death. Sneaking up on
				 * people like that. I don't even know you. Yes, I do. I do know you.
				 * Ordered a pizza from you and never received it. I'm rather miffed
				 * about that.<BR><BR>
				 * 
				 * No. No. Wait. Of course. Not the pizza. You're here with the
				 * moonfire brew I wanted. Magical moonfire brew. Not sure what it is.
				 * Just want some.<BR><BR>
				 * 
				 * What's that? Oh. The autograph. Gabriel Piete. Yes. Of course.
				 * Do you have it? No. Well. Hmm. Don't sneak up on people like that. Not polite.
				 */
				return 1055105;
			}
		}

		public override bool Logged{ get{ return false; } }

		public ElwoodDuringAutograph1Conversation()
		{
		}
	}

	public class ElwoodDuringAutograph2Conversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood seems to be studying the bottom of his bottle of ale
				 * as you approach.</I><BR><BR>
				 * 
				 * What's this? Strange. Quite strange. I could have sworn I was
				 * drinking wine.<BR><BR>
				 * 
				 * Oh, hello. Yes. Good to see you. Any luck with that autograph?
				 * Bet you thought I'd forgotten. No. Not me. Mind like a steel trap.
				 * Can't get it open no matter how hard you try. Or something. No luck
				 * yet? Ah well. keep trying. I have faith in you. Whoever you are.
				 */
				return 1055112;
			}
		}

		public override bool Logged{ get{ return false; } }

		public ElwoodDuringAutograph2Conversation()
		{
		}
	}

	public class ElwoodDuringAutograph3Conversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood scratches his ear then notices you.</I><BR><BR>
				 * 
				 * Good day. What brings you to the Albatross? Me? An autograph?
				 * You want my autograph? Well, I suppose. What's that? Oh. Yes.
				 * Gabriel Piete. Yes. Get his autograph and return to me. Good day.
				 */
				return 1055115;
			}
		}

		public override bool Logged{ get{ return false; } }

		public ElwoodDuringAutograph3Conversation()
		{
		}
	}

	public class ReturnAutographConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood looks up eagerly as you tell him about the autographed
				 * sheet music.</I><BR><BR>
				 * 
				 * Quite good work. Not an easy one to deal with, that one. Gabriel Piete.
				 * Yes. Well done. Nice autograph.<BR><BR>
				 * 
				 * One last task. I would like a set of toy monster figurines made by the
				 * famous toymaker, Tomas O'Neerlan. You'll find him in Trinsic. He's often
				 * at the Tinker's Guild. Try looking there.<BR><BR>
				 * 
				 * You're doing quite well. Quite well indeed. Knew you would. Just like old
				 * times. Yes. Quite good.
				 */
				return 1055116;
			}
		}

		public ReturnAutographConversation()
		{
		}

		public override void OnRead()
		{
			System.AddObjective( new FindTomasObjective() );
		}
	}

	public class TomasToysConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Tomas smiles freely as you speak to him.</I><BR><BR>
				 * 
				 * Ah, to be sure I can make you some toy monster figurines.
				 * That's my work, making toys. Worry not, we'll put together
				 * a good set of monsters for you and your figurines.<BR><BR>
				 * 
				 * But I'll be needing something from you before I can begin.
				 * Here, take these enchanted paints. Using them, you can capture
				 * a set of images of the creatures you wish me to make into toys.
				 * It'll only work on the group of creatures I select for your
				 * set of figurines. Oh, and I'll be needing those enchanted paints
				 * back when all is said and done.<BR><BR>
				 */
				return 1055119;
			}
		}

		public TomasToysConversation()
		{
		}

		public override void OnRead()
		{
			System.AddObjective( new CaptureImagesObjective( true ) );
		}
	}

	public class TomasDuringCollectingConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Tomas greets you warmly as you approach.</I><BR><BR>
				 * 
				 * 'Tis good to see you. I see that you have not yet collected
				 * all of the images we need. 'Tis fine, but I'll be needing
				 * those before I can make the toy figurines. Return when you have
				 * the complete set of images.<BR><BR>
				 */
				return 1055129;
			}
		}

		public override bool Logged{ get{ return false; } }

		public TomasDuringCollectingConversation()
		{
		}
	}

	public class ReturnImagesConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Tomas grins as you walk toward him.</I><BR><BR>
				 * 
				 * I see that you have collected all of the images we need.
				 * 'Tis good. I'll begin straight away on the toy figurines.
				 * I'll have them delivered to you when ready. Where shall I send
				 * them? To Elwood in Haven? Yes, I know him. We've done business
				 * in the past. Odd fellow.<BR><BR>Tomas smiles as you return his
				 * enchanted paints back to him.<BR><BR>
				 */
				return 1055131;
			}
		}

		public ReturnImagesConversation()
		{
		}

		public override void OnRead()
		{
			System.AddObjective( new ReturnToysObjective() );
		}
	}

	public class ElwoodDuringToys1Conversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>You watch as Elwood spins around blissfully on his stool.</I><BR><BR>
				 * 
				 * Oh. Forgive me. Didn't see you there. Whoo. Dizzy. Can't see straight.
				 * Have you gotten those figurines yet? No. Ah. Not to worry. Keep at it.
				 * No doubt you'll come through with those.<BR><BR>
				 * 
				 * Excuse me a moment. I think I need to sit down. Wait. I am sitting down.
				 * Good then. Yes. Sitting down.<BR><BR><I>Elwood reaches out and takes hold
				 * of the counter as if to steady himself.</I>
				 */
				return 1055123;
			}
		}

		public override bool Logged{ get{ return false; } }

		public ElwoodDuringToys1Conversation()
		{
		}
	}

	public class ElwoodDuringToys2Conversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood suddenly stops and beckons you over to him.</I><BR><BR>
				 * 
				 * Over here. Come here. Don't be alarmed, but I think one of the
				 * tavernkeepers used to be a wandering healer. Said something about
				 * the good ole days when people would just walk up and hand gold to
				 * them. Piles of gold. Out of the blue. Can you imagine? Got so much
				 * gold, this ex-healer decided to buy a tavern and settle down. Kind
				 * of sad really. Can't even cure my hangover now. Nice tavern though.<BR><BR>
				 * 
				 * Right. Anyway. Let me know when those toy figurines are ready.
				 * I'll be here. As always.
				 */
				return 1055130;
			}
		}

		public override bool Logged{ get{ return false; } }

		public ElwoodDuringToys2Conversation()
		{
		}
	}

	public class ElwoodDuringToys3Conversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood is singing as you greet him.</I><BR><BR>
				 * 
				 * Come. Join in. It's a Gabriel Piete song. I have the sheet music
				 * for it. It's even autographed by Gabriel Piete himself. Yes.
				 * One of his songs. Brilliant.<BR><BR>
				 * 
				 * So let me see the toys. Figurines. Let's see them. Oh. You don't
				 * have them yet. I see. Well. Okay. That's too bad.
				 */
				return 1055133;
			}
		}

		public override bool Logged{ get{ return false; } }

		public ElwoodDuringToys3Conversation()
		{
		}
	}

	public class EndConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>Elwood takes a sip of his ale as you address him.</I><BR><BR>
				 * 
				 * Ah. That's the stuff. Ale. Nothing better. What's that? Toy figurines
				 * will be delivered. Right. Yes. Perhaps better than Ale. Tough one.<BR><BR>
				 * 
				 * Very good work. Quite. Think we're all done now. You completed everything
				 * I asked. Would work with you again. Yes. We should.<BR><BR>
				 * 
				 * Ah. Yes. your payment. The usual. I think you'll be pleased.<BR><BR>
				 * 
				 * <I>With that Elwood rummages around in his backpack. He eventually
				 * pulls out a small bag and hands it to you.</I>
				 */
				return 1055134;
			}
		}

		public EndConversation()
		{
		}

		public override void OnRead()
		{
			System.Complete();
		}
	}

	public class FullEndConversation : QuestConversation
	{
		private bool m_Logged;

		public override object Message
		{
			get
			{
				/* <I>Elwood stares at you as you approach.</I><BR><BR>
				 * 
				 * I know you. Oh yes. You've been running some errands for me.
				 * We are about done. Noticed that your backpack is a bit full.
				 * Might want to make some room. Won't be able to hold your payment.
				 * Come back when you have more room, and we'll conclude our business.
				 */
				return 1055135;
			}
		}

		public override bool Logged{ get{ return m_Logged; } }

		public FullEndConversation( bool logged )
		{
			m_Logged = logged;
		}

		public FullEndConversation()
		{
			m_Logged = true;
		}

		public override void OnRead()
		{
			if ( m_Logged )
				System.AddObjective( new MakeRoomObjective() );
		}
	}
}